comStar Firewall alert - PhaseThrough
comStar Firewall alert - PhaseThrough
comStar Firewall alert - PhaseThrough
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of more than one sprite at a time. While the chances of facing an<br />
opposing technomancer are, in the early 2070s, fairly small, the<br />
Decompiling skill should not be overlooked as the threat of wild<br />
sprites and other strange phenomena grow in the digital realm.<br />
Finally, the skills of the Influence skill group should not be overlooked.<br />
The only part of a person that is apparent in the Matrix is<br />
their personality. The ability to communicate in the Matrix is useful,<br />
if not vital to a team’s success. Credentials can be created, paperwork<br />
planted, and authority authored, but such forgeries carry much more<br />
weight when presented by someone with confidence. Social engineering<br />
is sometimes a necessary part of the hacker’s arsenal.<br />
For non-specialists, the Computer and Data Search skills<br />
should be sufficient for life with the Matrix 2.0. Many of the actions<br />
that such characters perform are Extended Tests, so low skill<br />
ratings are still effective with smaller dice pools.<br />
QUaLitieS<br />
A character can be a Matrix user without taking a single quality.<br />
However, some qualities make a character more effective in the digital<br />
realm, and others should be avoided. In order to be a technomancer,<br />
on the other hand, a character must have the Technomancer positive<br />
quality or one of the technomancer qualities that appear later in this<br />
chapter (see p. 36). Some qualities to consider are listed below.<br />
aptitude and codeslinger<br />
The Aptitude and Codeslinger qualities add to the character’s<br />
ability to use one skill or Matrix action, respectively. Each may only<br />
be taken for a single skill or Matrix action, but if taken together<br />
and in relation, they can create a peerless hacker. For example, a<br />
character with Aptitude (Cybercombat) and Codeslinger (Attack)<br />
would be a fearsome force in the Matrix, while a character with<br />
Aptitude (Electronic Warfare) and Codeslinger (Detect Hidden<br />
Node) would know all of the secrets around her.<br />
exceptional attribute and natural Hardening<br />
Both of these qualities increase the longevity of a hacker.<br />
Natural Hardening helps protect the character against dumpshock<br />
and the feedback from black IC and rigging. An exceptional<br />
Willpower also helps against this damage, and aids the technomancer<br />
even further by increasing his <strong>Firewall</strong>.<br />
photographic Memory<br />
This quality may be overlooked by the average player. While<br />
file transfer rates are ridiculously fast in the digital realm, security is<br />
just as swift. Sometimes a hacker does not have the time to transfer<br />
a file or search for data. This quality allows the hacker to remember<br />
what she otherwise might miss due to a rapid retreat. This quality<br />
can also be used as “poor man’s storage” for technomancers, who<br />
otherwise lack storage space.<br />
adept<br />
While magic and technology rarely mix, adept powers (see pp.<br />
187–189, SR4, and pp. 174–180, Street Magic) can readily augment<br />
a hacker’s duties. Trodes allow a user to access VR without the invasiveness<br />
of cyberware, allowing an adept to keep her Magic rating<br />
intact. The Improved Ability power increases a hacking adept’s skills<br />
directly. Improved Reflexes allows an adept to use her AR interface<br />
more quickly and efficiently, allowing her to approach the perfor-<br />
Unwired<br />
mance of VR while mitigating the risks. Eidetic Sense Memory can<br />
more reliably offer the same advantages as Photographic Memory,<br />
and Multi-Tasking makes a hacker more efficient. The Sustenance<br />
power allows a hacker to pull all-night coding sessions.<br />
addiction<br />
While this negative quality is not necessarily one a player<br />
would take at character generation, it is one that most hackers develop.<br />
Hot-sim offers several advantages to the Matrix specialist,<br />
but it can be as addictive as BTL simsense. A hacker using hot-sim<br />
on every run, without careful moderation, will slip down the slope<br />
to severe addiction and Essence loss. Technomancers do not need<br />
to worry about addiction to hot-sim, but have their own related<br />
problems (see Technomancers, p 129).<br />
combat paralysis<br />
This negative quality is popular among players of Matrix<br />
specialists. Care must be taken, however, because this quality is triggered<br />
by Matrix combat as well as physical combat. When a node<br />
launches black IC, a character with Combat Paralysis will certainly<br />
have a lower Initiative than the IC and risks getting stuck.<br />
technomancer<br />
While this positive quality is obviously necessary to the technomancer<br />
character, it should not be taken lightly. Technomancers<br />
literally live in two worlds at once. It shapes their perceptions<br />
and their personalities, and they experience things that no nontechnomancer<br />
could imagine. For more on what it is like to be a<br />
technomancer, see Technomancers, p. 129.<br />
gear There are no two ways about it: a hacker is only as good as his<br />
gear. A good hacker needs a state-of-the-art commlink and bleeding-edge<br />
programs to tear up the ‘Trix and master the digital realm.<br />
Even technomancers can benefit from the right equipment. The gear<br />
listed here can be found in SR4, Augmentation, and Arsenal.<br />
commlinks and other electronics<br />
Every hacker has a commlink. While there are larger and more<br />
capable machines, the commlink can go everywhere the hacker needs<br />
to go, whether it be into secure corporate facilities or the battlefields<br />
of the Desert Wars. It is important for all of a commlink’s Matrix attributes<br />
to be as high as the hacker can afford, although it is usually<br />
safe to skimp on Signal. A sim module is also vital when accessing VR,<br />
and the advantages of hot-sim modification should not be ignored. A<br />
simrig can also be useful for collecting intel on VR runs.<br />
Characters might also find having an extra, weaker commlink<br />
advantageous. Such a commlink could be used as a “public” commlink,<br />
set to Active mode when in high-security zones while the<br />
real commlink remains in Hidden mode and acting as a combination<br />
of decoy and camouflage. Even technomancers may find such<br />
a commlink to be useful.<br />
The Matrix specialist must also consider electronic warfare.<br />
A jammer, HERF gun, or EMP grenade (see p. 57, Arsenal) can be<br />
used to deny electronic assets such as drones or communications<br />
to opposing forces in the field. Defensively, the electronic warrior<br />
should consider a satellite uplink for its high Signal Rrating, and<br />
hardening to defend against electromagnetic attacks. Additionally,<br />
Simon Wentworth (order #1132857) 9<br />
35<br />
the Matrix user . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .